I know that the gunboat is on the horizon and so is the silencer. I am also aware that veterans wasn't that long ago, but its been a while (exactly since the x7 nerf......COUGH COUGH) since I've seen a real imperial presence on the table. Yes, I know a few particularly good players have snuck one or two squads up there on the tournament scene, but its not nearly as much as pre wave 8. Rebels and scum, which were already the far superior factions got two of the best releases as of late in wave 11. Our last decent releases was whenWave 10 gave us the striker, which was balanced to everything except the preexisting content that was already considered op (jump master, biggs, k wing, fenn rau. The upsilon made a ripple for a hot second then was never heard from again. So how will imperials fare in the near future? Not well.
Gunboat: I personally think that the gunboat could be absolutely fantastic in a different meta considering it has access to slam. (Advanced) Slam+Reload is good on paper but it takes away long range scanners and guidance chips hurting its ability to alpha strike and also hit consistently and safely. It also lacks a turret in a meta that favors them heavily.
Phantom 2: Rebels might just be getting an extremely cheap carrier for crew and command.(Biggs makes his agility 3 [R3A2], focuses for free and turns it into an evade with jan ors for 16 points or so)
Resistance Bomber: This ship annoys me. Not just a little either. I chose to be an imperial player due to their high agility maneuverable ship. They were a high skill bar faction largely dependent on maneuvering skill which granted huge reward if played smartly and was just bad if approached recklessly. Now, I consistently find myself playing SF's and defenders since any ship with under 4 health, will die way too fast from bombing shenanigans. Now, Rebels can launch those "range one" into swarms or directly into aces for damage without die at no risk to themselves because of the distance of the launch. Now I know that this is an all faction thing, but the resistance bomber is clearly the intended platform and it works best against standard imperial strategies. Also TURRETS. Here is another one.
FFG: Hey guys! Do you like turret primaries?
Players: No, they fit poorly in a game about maneuvering. Secondaries are ok though. The secondaries have caveats like range requirements that make positioning important or the damage output is poor due to action requirements or secondary uses such as ion.
FFG: Did you say add 6 more and make secondary turrets deal consistent strong damage against ALL targets?
This is a long standing gripe a lot of people have with the game, but seriously, you had it figured out with the mobile arc. That excitement that comes from trying to shake a tailing enemy ship and outmaneuvering them doesn't matter when you can just shoot them without strategy or risk. No one likes bombs anymore, no one liked turrets in the first place. Stop giving out turrets and bombs like its halloween.
Tie Silencer: golly gee, an interceptor that has some extra health and a system for thirty points or so. This sounds a lot like an E wing to me. Oh wait, it has boost so its different. Sort of. It loses evade and has no astromech slot so is immediately worse. yay.
In conclusion, the imperial faction is more dead than the residents of alderran.